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This was the best bug report ever. Would love more if you've got them, even if their not exactly bugs, the feedback is great!  These are a very good example of why not to shoehorn shit in at the last moment. New hotfix is out!

New features are bound to cause bugs, yeah. Especially when there's not a lot of time to test for them. In some cases, though, bugs just crop up in places you wouldn't expect. I think my revised list has a few. I removed the bugs you fixed and edited the ones I reported, but didn't seem fixed yet. Some have new details I discovered while checking over what you managed to fix. Which was more than I expected for a short period of time between my report and your reply. Anyway, here's the full list of notes with some new additions. Some which are new because of the patch while others I either discovered after reporting or didn't note down / report.


Also included the notes of things I suspect could be bugs, but can't be sure. Some I used to be unsure of, but have since graduated. Anyway, here's the list. Might be longer than the first. Also a lot of these were written in a previous patch. I went over them to make sure they were still accurate to this hotfix, but I wouldn't trust myself to say it's entirely up to date. I tried to make it clear which ones were updated by mentioning the latest or older patches. Many notes I left alone though, which probably means no change between patches.


Main Bugs

  • Using the "Drop cargo" interaction on the Wunder seems to cause some elements of the HUD to disappear until reset/respawn. Mainly the finger pointer and the crosshairs when aiming guns. The pointer can be returned by accepting the delivery quest again. The crosshair is inconsistent on when it chooses to disappear. It might depend on if you use the "drop cargo" button before or after you grab a gun and sticks with that choice no matter what you do to try and change that. Could also be unrelated to the cargo drop, but I don't have a clue what else could cause the crosshairs to stop appearing while aiming.

 

  • The motorcycle still seems to have the bug where it won't drive the first time you get on it after crashing off it. Many trees were used as assistants in this and the brain trauma was worth testing this for. Strangely, falling off the bike from it going sideways enough (if you can even fall off that way, could've been the terrain of the beach) did allow me to drive it immediately without needing to hop back off it and try again. Trees however, do require a second attempt before the motorcycle works again.

 

  • When using the call interaction on (seemingly) any buoy that has it, the colored lines coming from it are obscured behind the clouds. It is especially hard to see the white line on the buoy located near the cargo ship during rainy/stormy weather. Though all the colored lines seem to render behind the clouds.

 

  • The time skip by sleeping appears to be bugged. That or I'm misunderstanding how it works because I can't seem to select the exact time I'd like to pass the time despite the clock suggesting that when I hit E on the bed. It feels like sometimes it'll go to where I want it, but other times it just chooses to move to the beginning of night or day.

 

  • The cannon does indeed launch you a fun distance. I tried to launch onto the platform next to the starting location and ended up halfway to the island behind it lmao. However, the fun cannon seems to have quite the immense amount of power. I mean yes, the launch is powerful, but the main issue is after being launched, the cannon doesn't realize you're not using it anymore. I noticed it moving when I moved my camera. So I left clicked. You might be able to guess how that went. Pressing Q exists the cannon like usual 

(if you're not supposed to use Q to exit vehicles, then see the next report for details).

 

  • I cannot exit vehicles or the ship's weapon with E, but Q works. However, it can sometimes launch the smaller vehicles like a seadoo (though it seems to return to where you got off it as best it can, even on land apparently). On the plus side, the motorcycle often does sick flips when you get off it. Anyway, I noticed at the golf course the vehicles there used E to exit them and Q didn't work. This is the point where this went from a "maybe bug" to a "definitely a bug" for me. The horse also uses E instead of Q and the truck in the… "Not Short Drive" we'll say. For legal reasons. Not sure if Q is meant to be the new get off the thing button or if E is correct. Though Q seems to cause problems with things like the wardrobe as an example (more details below).

 

  • While in the character customizer, it is possible to press Q and "exit" the menu without actually exiting it. Essentially it places the camera back to where you were when you entered the customizer, but you can still customize your character. In some specific cases, you can't select the "done" option, but if you spawn in and immediately try this, you should be able to exit the customizer normally and the camera goes back to your character properly. I can't remember the situation I was in where I couldn't hit done, but with everything I did since then, it's a very rare situation or is likely caused by another bug I probably have on this list or was patched out since I wrote this in my notes.

 

  • The evil boi ship that has the multiple floor dungeon seems to have some issues (though one might be intentional, you'll see it in the "Bug?" section). The real issue is the performance in there. The lag in that area is pretty extreme sometimes. Control latency and I've noticed on at least two occasions where looking in a certain direction causes the camera to jolt past like it's stuttering. While it seems to die down a bit over time (in the recent patch) I seem to notice it crop up when I look at a specific part of the dungeon. There's what looks to be a wide hallway that might be the culprit of the stutter as when I look at it the game starts stuttering. I looked West at it which resulted in stuttering and what makes me believe it's the hallway was the stutter when I went through it and looked back East at it. I've tried lowering render distance all the way down, but this doesn't solve the issue.

 

  • I say the main issue is the lag, but in the recent patch the spawning went a bit wild. I don't entirely know what happened, but the first time I tried going in this patch it tossed me onto the ground below the map and killed me. When it tried respawning me, I once again fell under the map and was soft-locked until I chose to return to the main world. Once there, I strangely got a pointer finger aiming far out into the ocean. I didn't follow it all the way, but I assume this pointer is meant to appear in the dungeon? I didn't see it in the previous patch nor did I see it when I tried and successfully entered the dungeon a second time this patch. Idk why I got thrown into oblivion the first time in this patch when it was fine the previous time, but it looks like I can't easily recreate it just by going there again. Could be random chance how it'll spawn me.

 

  • In the evil boi dungeon, I found a locker next to one of the levers. In the previous patch, these were not infinite gacha points. Nor did they sometimes sound like spike traps that ragdoll you. I'm not sure if you did anything to the dungeon or if this locker is just stacked (literally, like with other lockers of loot), but it doesn't seem to be the only one. Could be that it's always existed and I'm not just running into it for the first time. Many possibilities, same outcome.

 

  • On that note, the pause menu acts differently in the dungeon than it does in the main world. Mainly the inability to respawn and the fact you need to select the arrows next to each setting in order to move the setting bars.

 

  • In the last hotfix (before my report, Hotfix 3 based on the zip file name), and prior versions of this update, I noticed an infinite loading bug. However, it only triggers once in a very specific circumstance and will never trigger again. From my tests in previous versions on this update, it only happens if you fresh install the game files (unzip them in a clean folder, no files to replace) and you start a new game. Before you get the plane cutscene, there will be an infinite loading screen. Restarting the game fixes this completely. Replacing game files does not trigger it, it has to be an empty folder for the files. After the first time this happens, starting a new game will not trigger it again unless you delete the game files (save data does not effect this bug either way, only the game files). (Note: I didn't test this with the newest hotfix, but I'm putting this here just in case.)

 

  • These Wunder cannons have it out for you istg. After driving the Wunder, the cannons become too shy and will not reappear after exiting the driving mode. I've tried swapping them and driving the Wunder again for a bit, but neither cannon wishes to be seen. I can still "fire" them, but it's very much impossible to tell where I'm shooting as I don't see the tracers. The fun cannon also refuses to do the fun while like this. Only fix was a restart/respawn.

(Side note: I did not realize left click changes the camera view on the Wunder. Might be nice to include a way to view vehicle controls in the future. Along with any other secret controls like the 1 & 2 key for handheld weapons.)

 

  • All guns run out of ammo and cannot be reloaded. The RPG cannot be fired at all. When equipping it, the sound of reloading is played, but no animation plays nor does the RPG have ammo afterwards. I know the pistol is meant to have a reload, but it is now unable to trigger when I press R. The guns are reloaded after getting on and off a vehicle (except the RPG, it wants to be special). Given the dungeon needs the pistol in order to open doors and there's no vehicles down there to magic more ammo, this can soft-lock the dungeon. Trust me, I tried using fists, those button don't care or are just hard to hit with melee.

 

  • Now that the elevator into the sky island isn't annihilating my existence, I can see that the nightclub has a talk interaction on the dance floor. Attempting to speak does nothing unfortunately. I'm not sure if I'm supposed to be talking to the DJ or if there's supposed to be someone on the dance floor to talk to, but either way the option does nothing atm.

 

  • When falling from a certain height on the firewatch island (happened at the top of the watchtower and the balcony on the frat house) the game will teleport (or launch me) high into the sky and some distance away from the island. Seems a bit random how far I'll go from the island and how high I'll be. For reference, I had the katana and the purple-ish rifle holstered. I don't know if that's relevant nor do I know if the other islands have this issue yet, but reporting nonetheless. 

(I forgot to test the other islands after writing this in my notes.)

 

  • The PDA seems to have some lag attached to it. Anytime I bring it out to call a vehicle, there's a noticeable drop in framerate. Putting it away immediately recovers fps.

 

  • At very specific angles on platform you load the game next to, at the stairs going from the delievery contracts to the roof, the game gets confused and thinks you're swimming for a brief moment. Tbh, I have no actual idea what precisely causes this. I've noticed it happens most often with certain delievery items combined with an unfortunately timed lag spike (though the lag may be a coincidence). That or the lag spike is caused by swimming in air, idk. It's not exclusively triggered by having a package item, but it's rarer or harder to trigger. It tends to be quite brief, like a few frames or until you move after the lag stops. Beyond defying gravity for that brief moment, it isn't impactful in any meaningful way. Especially since the packages no longer have weird collisions from what I've seen.

 

  • There's an issue with the Wunder's HP. When it's depleted fully, there are a few issues. First, the hull bar shows a small amount of HP is left, but after repairing one section of the ship the HP bar becomes empty and will not refill no matter how many holes you patch. This ends up leaving the Wunder stranded and unable to move until a game reset/respawn.

 

Visual Bugs

  • (Visual bug) Related to the damage of the Wunder, the smoke that's meant to come from the flaming exposed pipes are misalined. The front holes have their smoke underwater (or at least the first one that appears. I forgot to check the second one). The two in the rear have their smoke off to one side and floating.

 

  • (Visual bug) While I'm at it, I guess I'll note the controls for the crane on the Wunder still show an exclamation point after picking up the object in the ocean. The sonar no longer displays a similar issue at least. That one felt more important, but no reason not to report this too.

 

  • (Visual bug) My character's eyes seem to become misaligned by something. I can't quite figure out what's causing it, but at some point I notice my character's eyes being raised almost entirely above the sockets they're meant to be in and are mostly hidden by the forehead. I think it might have something to do with pausing right as the character blinks? It's hard to say without me paying close attention to it. It could also be entirely random for all I know. Other possibilities are tabbing out of the game (maybe while paused in the middle of a blink) or perhaps the camera going behind a wall during a blink. But when in the character customizer on the Wunder, the eyes do appear realigned. However, this is only the case while in the customizer as they return to being misaligned after exiting it. Respawning/restarting the game fixes the issue. 

(I don't think it's entirely random, but the only time I noticed it happening was after unpausing my game when I tabbed back in moments prior, hence why I mentioned it could have something to do with pausing, but I couldn't recreate this bug.)

 

  • (Visual bug) After respawning, if you go to the character customizer, the eye color will reset to the default. At first I thought it was just the respawn causing it, but after further testing it seems to be the customizer not remembering your eye color and only the first time after you respawn or restart the game does it forget. Every other feature in the customizer remembers what you had selected. Funnily enough while testing I realized respawning/restarting does hide your accessory piece, but the customizer remembers it and puts it back on.

 

  • (Visual bug) The plant life on the fire watchtower island seem to be struggling to load their textures properly. They keep flashing white. I've seen the mushrooms along with the other plants, that I don't know the name of. I also spotted this same issue with a building in the locked up town near the airport. It looks like a greenhouse or some glass-like building.

 

  • (Funny bug) The dancer at the bar of the starting platform isn't properly aligned to the pole. Hard to say for sure, but the dancer might be spawning in different spots every respawn/restart. I haven't noticed this random location as much in the latest patches so that part might be fixed and is just misalined with the pole. This seems to be the only dancer defying the laws of physics that I could find, the ones at the nightclub included.

Part 1/2 because character limit.

(1 edit)

Part 2/2

Maybe Bugs

  • (Bug?) Are the enemies with the hammer (idk if there's more nightmares in the bad boi dungeon ship) meant to be invincible or do they just have an insane amount of HP? I've fired at one for a good long while when I first went in there and it refused to undo its existence. Those things are pretty scary if you ragdoll. Basically nothing can be done when you get knocked down. Granted, I bumped into a wall so maybe it's not the hammer bot's fault entirely. 

(Because of the pistol issue, I couldn't test this in the latest patch to see if it was the same deal.)

 

  • (Bug?) On that note, in the dungeon's tight corridors, that if you brush up against a wall while holding the pistol (gun taps a corner, back into a wall especially while aiming, etc) it ragdolls you. Can sometimes take quite awhile for your character to get back up. Hence the hammer guy turning me into ground beef. I'm aware this is probably part of the janky physics as a feature, but if not then at least you know about it. 

(I haven't been able to repeat this in the newest hotfix. All that I've noticed is the camera likes to see the other side of walls when I back into them. Other than that, seems like it's either fixed or rare and I got unlucky previously.)

 

  • (Bug?) In the evil boi ship dungeon, I noticed the yellow cables move when opening and closing certain doors. This got me wondering why some cables just go through the walls in some places. If either of these are bugs, now you know. As for where they go through walls, it seems random and can change because of the doors opening a closing most likely. 

(Note: this was observed in the Punny patch. That zip name surprised me when I saw it btw lol.)

 

  • (Bug?) Restarting the game or respawning the character seems to reset collectables, including the welding kit. Quests, especially delievery ones, seem to be cancelled or at least have the pointer hidden. I'm reporting this just to be sure, but it feels like an intentional feature. This can be annoying if my character gets physic engine'd under the map and cannot escape (though this hasn't happened since the latest patches, I do occasionally get stuck and it's hard to escape without respawning). Doesn't reset any locations like the hot springs after their quest is completed, though. If it's not a bug, consider an unstuck feature that teleports you back to Wunder? Respawn works fine in most cases though and can fix some weird random glitches. Plus it's great for testing for bugs. So I'd rather it not outright replace respawning unless you plan on adding an option to return to the main menu without closing the game (and that having the same effect as respawning or restarting the game).

 

  • (Bug?) I didn't think this might've been a bug until I tried it on the horse, but you can't pause the game while using most vehicles. I probably should've considered it a bug anyway for safety, but I thought maybe there was a reason for it. Either way, reporting it now cause that is, at the very least, inconsistent.

(Unless the horse is just special and no other vehicles can do this. Didn't think to test every vehicle for this feature.)

That's my entire list as it is so far. If I play after this report, there may be more. Hopefully not. At most some notes will probably be updated if I come across new info while messing around. Gotta say, though, that fun cannon sure did launch me. If you were curious, my first reaction was "Oh my God!" and while I didn't report this as a bug... I did aim at the platform at one point and made a home in a shipping container. Tis a dangerous fun time cannon.

I was worried I'd hit the character limit.

Just about wrapping these up. Honestly this has been some of the best feedback I've ever received, and frankly the first time I've been a little embarrassed of the work, but in a good way. Are you on our discord?

I'm someone who plays Bethesda games, the amount of bugs your game had from this update can't compete with that, so don't beat yourself up too much. Besides, you're pretty quick with the hotfixes. As for Discord, I don't often join Discord communities, but I'd be willing to join if you'd like me to. I'm not adverse to joining Discord servers to be clear, just not many I've had an interest in. Though at this point I am interested where you'll take this game.

Shoot me a message on discord if you would, first, I've added a cheat code specifically for people who help out with bugs, but don't want to expose it public, I'd throw out my email but I don't love the idea of doxxing myself.

Also, I'd love to try to convince you to do this, like, consistently.

Can't promise I'll be doing this consistently, but it was fun playing the game and figuring out how to retrigger bugs I came across. All that was just from exploring the world and playing the game basically. I haven't even finished exploring the world yet, there's still stuff I saw in the distance I hadn't poked at.


Actually while I remember this, there's actually a bug I completely forgot to write down. I'm pretty sure I know why it's happening, but the boss fight in the mech has an issue. In my own stupidity of backing myself into a corner. I touched the walls of the arena and got teleported outside without the mech. I'm guessing this is meant to keep players from just taking the mech and leaving along with a boss being spawned.


I think the trigger is a bit too close to the inside of the arena, if this is the case. If not, then idk why that was so consistent and kept despawning the boss. On the note of the mech, it also stays wherever you got kicked out of it. I know vehicles don't really have a way of "finding their way home", but after the second backing into a wall I could not find the mech. Mostly because I wasn't paying attention to my surroundings... Hence backing into a wall.


With that random surprise bug report in the middle of my reply out of the way, sure I'd be glad to help out. I'm assuming it'll be easier to sneak the code to me through Discord once I join the server. I'll do that when I wake up, cause it's currently 3am for me. I have a terrible sleep schedule. I probably was going to say more, but I distracted myself with another bug report lol. I'll try to poke around whenever there's a new update or hotfix cause I do enjoy messing around in the game at the very least. But again, no promises it'll be consistent. Though I can promise that when I do get to it, I'll be spending plenty of time testing things.


Anyway, I should sleep now. Can you tell I like writing?